Stats & Skills
Problem: Enemy team has a hero that makes your pushes very risky (like Behe / Magmus / Kraken).
Solution: You should gank him before you push. And don't forget to put Deathmark on him, up to 13 additional seconds to the revive time is not something to laugh at, especially lategame when revive timers reach 80s. Also Deathmarks 7/9/11/13% MS slow is not a "burst" type of slow, but it can be very benefitical during the long run, especiall connected with the Doomsday.
Problem: Enemy loves juking.
Solution: Deathmark reveals affected enemy for up to 13 seconds, which is usually enough to kill most heroes during 3v2, 2v1 or even 1v1 ganks.
Problem: Madman / Night Hound / Valkyrie / Keeper / Assassin's Shroud users love going into invis with low hitpoints.
Solution: Scout is not a problem!
Problem: You are ganking and you know that enemies will try to escape.
Solution: Attack from the back, put a Grim Ward in the middle of the possible escape path. Enemies will have troubles trying to avoid Wards AoE. If an allied hero has stun, you can manage to place the ward right infront of the retreating enemy while he is stunned, which will force him to run back closer to your tower / away from his tower.
Problem: Swiftblade is trying to kill you. He uses Blade Frenzy and keeps moving close to you. When Frenzy is over he's going to finish you off with his ultimate.
Solution: Place a Grim Ward on the ground 1-2 seconds before Swiftblades' Frenzy ends: as soon as it ends he will be feared and you should run in the opposite direction to maximize the distance between you. Same scenario of escape also works if Swiftblade chooses to use his ultimate first, before frenzy. Ward can also fear the hungry Predator when his Stone Hide ends.
Problem: Your team couldn't catch and kill enemy Tempest, but you need to push. You are trying not to stay close to each other, but Tempest still can find a good moment to blink in and use his ultimate.
Solution: Place a Grim Ward in the center of the area, it will fear Tempest if he blinks close to it. Ward should be placed a little to the back of the battlefield to make it harder for enemies to destroy it. This anti-Tempest strategy won't work if Tempest gets Shrunken Head. Also, this is a good way to create a Behemoth-unfriendly area.
Problem: There was no mechanic in HoN or DotA that used the number of magical effects affecting the target, while debuffs are everywhere and this can be easily coded.
Solution: Now there is one! All other Doomguides' abilities apply debuffs to enemy units, so the synergy is pretty straight. Almoast every fight involves slows and disables being used, which makes this ability great for ganks and mass battles.
Problem: Enemies who make Shaman's Headdress become extremely resistant to magic damage, this becomes especially noticeable in the lategame.
Solution: Fiery Ray of Doom can breach any magical defence, making enemy vulnerable to your teammates spells as well. Also I have to mention that if the Ray moves 1800 units away from the Doomguide while chasing its current target, it will automatically return to the Doomguide. This also happens if current Rays target manages to move 1800 units away from it. Pressing the Doomsdays hotkey again (R by default) while it is active will order the Ray to return to the Doomguide as well.
: Damage of Malefice scales very well with the number of debuffs affecting the target - and Slither is the one with 4 possible debuffs. Slither can drastically slow the target, letting Doomguides' ultimate work at its full potential.
: All of them have multiple debuffs, all of them can slow enemies and all of them usually stand at the side lanes where most of the ganks happen.
: Zephyr can gust enemies right into the Grim Wards area. If Zephyr and Doomguide use their ultimates at the same time, a real Doomsday happens.
: Can also pull enemies into the GrimWarded area, slowing aura works very well for both Doomguides' ultimate and Malefice.
: One more ultimate debuffer.
I'm not going to list all heroes because Doomguide doesn't have "bad" allies. Both Deathmark and Grim Ward are great ganking tools that can synergize with any other slows and disables.
: Debuff-removers, obviously.
: Ability to remove all debuffs and become immune to magic damage. Extremely deadly.
: Long silence, almoast impossible to escape if he is not alone, even with the TP scroll. Also, the Ray of Doom just won't catch BH if there is a low-hp hero in your team.
: Extreme danger in the midgame, also -40% debuff duration passive is a factor to reckon with.
:ShrunkenHead:: Worst enemy because anyone can possess it... -_-
:HarkonsBlade:: Ultimate weapon of destruction if you wanna become a semi-carry. Absolute greatness.
:FrostfieldPlate:: Affects enemies with a negative aura (+ 1 to Malefice), gives ability to slow down enemies (which is also a debuff so again + 1 to Malefice), slow let's your ultimate damage enemies and lower their magic armor (+ 1 to Doomsday), magic armor reduction will increase the damage of Malefice even further (so that's + 1 more to Malefice). Plate also greatly improves resistance to enemy's carries and give a bunch of intelligence, so this is an ultimate item for the Doomguide.
: Possible way to boost your damage output, survivability and get SLOW, which will force unlucky enemies to feel the power of the Ray.
:FrostwolfsSkull:: Obvious alternative.
aemonicBreastplate: Good one ofcourse, but Frostfield Plate is better for the Doomguide IMO.
:KuldrasSheepstick:: Great item for nearly any hero.
:StaffOfTheMaster:: Should probably increase the speed and DPS of the Ray of Doom. Not sure about that.
:Stormspirit:: Can be easily used in connection with the Grim Ward to force the enemy run in a desired direction.
:TabletOfCommand:: Ranged enemy heroes can attack the Grim Ward without being feared - but you can use the Tablet to force them right into the Wards AoE.
Animations & icons
Doomguide points at the target with the knob of his staff and shoots some kind of multicolored essence. The projectile should fly at medium speed.
Using Malefice changes Doomguides projectile and projectile speed, it should look like Lich's attack from Might and Magic series if you know what I'm talking about - ray of energy bursts from the staff and strikes the enemy, projectile speed should be fast.
Debuff animation of Deathmark should be some overhead symbol, but not a skull. I actually think that MTGs version fits very well the idea of Deathmark. Similar symbol would be great to represent this ability.
And for the ward, actually, some skulls and bones would be nice)
I hope I've succeeded at creating a hero concept that deserves to be in HoN. I know some numbers need tweaking, but overall, I really like how it turned out. I chose not to suggest a hero for the Agility Hero Contest, but instead I've spent more time to make the Doomguide better. Thanks for reading, you are welcome to comment.
P.S. This hero was denied in the Intelligence Ganker hero contest, sadly. I guess it's just difficult to make it graphically considering critical time constraints of the Int hero contest. Well, now letting community to see him due to multiple requests.
The end is near.
I like it. Although 3rd skill probably needs a scaling cooldown or the hero needs the most terribad attack animation in HoN. Imagine this guy at lvl 3 with, say, slither. You could be orbwalking at +32 dam per hit at lvl 3. 12 damage at lvl 4 seems fine haha, slither + HB + jester could easily ensnare 2+ players with all kinds of nasty stuff, and with your 2 debuffs you'd be trucking at +120ish per hit. But I like the versatility of this hero and he'd certainly be fun to play.
Last edited by Ruphian; 05-03-2010 at 09:01 AM.
Great hero Idea. Provides a lot of teamwork orientated skills though I see no solo survivability, if left alone this hero would most likely die. Though not a bad thing, it would reduce the popularity of this hero with the pub masses who play just to spam kills and care little for assisting their teamates. It could have great uses in the tournament scene however, with the opportunity to take enemy heroes out of the picture for a not inconsiderable amount of time.
Great hero Idea.
Brilliant as expected. You need to add a special affect to his ultimate though.
"Can hurt targets that are currently cycloned as being stuck in a cyclone doesnt stop your being pwnd by lasers".
[Guide]The all inclusive guide
From the author of Tip of the Week.
Yeah, I was thinking about setting cooldown to 2/1/0/0 and damage to 8/10/12/15. Note that damage added is magical (not pure), so substrace 25% from the damage numbers. Magic armor reduction effects work great with Malefice though.
Grim ward can save Doomguide's life many times: you can put it and use TP stone while enemies are feared. Just standing near it will discourage melee opponents to rush mindlessly into you.
Made a pact with the Devil. ^^
Wasn't sure how I felt about this guy till I read Malefice, which is pretty cool. T-up.
Was also thinking about adding some short debuff to the Malefice for it to work even against targets without any debuffs (thus it would garantee that Malefice deals at least 1 stack of it's magic damage).
Was thinking about moving Revealing effect from Deathmark to Malefice, but it actually fits the Deathmark very well, so I'm kinda unsure what else can it be. 0.01 sec ministun would be too imba for an attack ability, 0.01 sec silence doesn't suit it cause silence-on-attack belongs to Dark Lady already. The 1.5/2/2.5/3 seconds "Revealed" debuff would be an iconic chasing tool, but having 2 reveal effects on one character? I dunno.
So either make it unit being attacked by malifice is subject to the debuff "blah blah", or make it so malifice does 12 bonus magic damage, and an additional 12 for each additional debuff on the target. Doesn't have to be complicated.
As for the silence, .01 seconds is nothing, and would only really cancel channeling spells. Dark lady doesn't have to be the only character with a silence attack, plus hers is muuuch more broken, lasting like 17 minutes, and carrying over into your next game. God she's annoying.
If that seemed ambiguous, I am totally for the silence effect.
I really like a lot of the skills you have here. My only point of contention was with the ultimate. It feels a lot like Defiler's ult, but stronger. Moving at 435 MS means it's traveling faster than most heroes with ghost marchers active. That means if you can continue chasing someone for the full 25 seconds, they're toast. From start to finish (unlikely) it deals 3125 unmitigated magic damage, and on top of that reducing armor and being AOE. I don't think the damage output over that amount of time is too over the top, but at the speed it travels, with AOE, and having the bonus effect of reducing armor, it may be a bit too much.
I like the concept a lot, and I wouldn't change anything but the numbers really. The mechanics are great. T-up!
HONOR- If you need it defined, you don't have it.
I have to agree a bit with dandylion on the move speed of the laser. I also have to note that I'm really disappointed (without seeing what heroes made it) that you got cut out in (what the top 6?). I'd say that doomsday MS should be relatively slowish based on a few things:
High Damage, like really high.
It amplifies its own damage and your attack damage (with male)
It has semi-CC capabilities, because heroes now have to run from the beam if you target them.
It's AoE, meaning you can target he furthest guy in the pack of enemies, and the beam runs through their entire team on the way, dealing all of the other really strong points above.
I feel like this ult should be more to punish players that think they can fight you head on and don't want to move rather than being a near guaranteed if you manage to catch them.
that ult is so baller, numbers need to be tweaked, or at the very least a cap has to be on the third skill on each level (maybe 10/20/50/70? slither + him at level 3 does way too much damage), or better yet, just add a cooldown on the orb
also, the second one has a very small aoe for the aura making it very bad to combine with his third skill: make the fear stay the same AoE, make the damage reduction aura much bigger (1k-ish).
this way, if the user chooses to use it, he'll be pushing the lane and suffer for it (in return for more damage on his orb)
skill 1, besides the small slow and reveal its kinda useless in my opinion... :S
and skill 2. Diablo ripoff.? xD
stupid barbarians with their godamn whirlwinds <.<
overall kinda nice tho
- Improved the Deathmark
- Deathmark now also tranfers movement speed to surrounding allied units instead of just slowing the enemy.
- Manacost from 80/90/100/110 to 70/90/110/130.
- Rebalanced the Grim Ward
- AoE to fear enemies to 500 from 450.
- AoE of damage reduction aura to 750.
- Manacost is now static at all levels (120).
- Rebalanced the Malefice
- Now has 2/1/0/0 cooldown instead of 0 at all levels.
- Damage from 6/8/10/12 to 8/10/12/15.
- Manacost is now static at all levels (12 per attack).
- Nerfed the Doomsday
- Cooldown from 115/100/85 to 125/110/95 seconds.
- Manacost from 120/160/200 to 150/225/300.
- Greatly reduced movement speed: from 365/400/435 to 300/325/350.
- Movement speed of the Doom Ray is affected by the Deathmark's aura.
- Damage from 75/100/125 to 60/80/100.
I think this hero is overpowered.. There is way to few weaknesses in his abilities, and they doesn't require that much skill to use.. The ward is very op, since it could control a lane completely..
I don't see the need for anti-juking abilities? Juke is hard as it is, and should be a fight on who is the better player, not who got the better hero..
3rd ability is kinda weak, but can't be buffed that much, since it'll then get too overpowered.. It's very hard to balance such an ability..
Overall, bad synergy with the rest of the game. Will be hard to balance.
Check out my hero suggestion: Vendetto
Kraken's ulti > every other skill. Just sayin.